Aggression Flashcards
Desensitisation
repeated exposure the physical effect of arousal is reduced. promoting belief that aggression is a method of resolving conflict is social acceptable. negative attitudes towards aggression weaken and there is less empathy
research for desensitisation
Weisz and Earis.
showed participants a film contain a rape scene. male viewers showed greater acceptance of rape myths and in a mock trial were more likely to show less empathy to the victim and find the defendant not guilty.
evaluation of Desensitisation
research support
participants watched violent film clip and the measured psychological arousal. frequent viewers showed lower arousal.
arousal is negatively correlated with provoked aggression test.
demonstrate lower arousal in frequently viewers reflecting desensitisation leading to greater will to be aggressive.
catharsis is a better explanation
failure to find link between media viewing and low arousal and reactive aggression. catharsis occurred viewing violent media allowing participants to release aggressive impulse. catharsis may be a more valid explanation
Disinhibition
violence and aggression have powerful social and psychological restraints against using aggression to resolve interpersonal conflicts. violent media gives aggression social approval especially when,
1. effect on victims is minimised
2. appears to be justified
3. violence is rewarded
effect of usual restraints on individuals is loosen after exposure.
Evaluation of disinhibition
-Explains effect of cartoon violence:
children don’t learn specific behaviour from cartoon models but social norms of aggression is socially normative and goes unpunished so these norms are picked up. this supports of hypothesis.
-Research to support Disinhibition:
showed films depicting aggression as vengeance then participants gave electric shocks of longer duration to a confederate than control. Shows media violence may dis inhibit aggression when justified more social acceptable. adds validity
cognitive priming
repeated exposure means a script on how to behave to aggressive cues is stored
research for cognitive priming
Huesmann:
- automatic process script direct behaviour without being aware. triggered when we encounter cues
Fisher and Meyer:
- song lyrics as a form of media violence. Male participants listened to derogatory lyrics about women. compare to control they recalled more negative characteristics of women and behaved more aggressively towards a female confederate.
evaluation for cognitive priming
save lives when situations breaks into violence.
depends on how we interpret cues which depends on scripts stored in memory . someone who habitually watches violent media accesses stored aggressive script and is more likely to interpret cues as aggressive and resort to violence. effective interventions to reduce aggression by challenging hostile cognitive scripts and encouraging habitual media users to considers alternatives
Different studies on the effect of computer games
- experimental studies
- correlation
- Meta analysis
- Longitudinal
experimental studies on effect of computer games
- lab studies demonstrate cause and effect
Bartholow and Anderson:
participants played violent / non violent games 10 mins carried out Taylor competitive reaction time task. noise volume blast. these who played the violent game selected higher noise levels.
evaluation of experimental studies on the effect of computer games
measures of aggression are artificial
- volume of noise selected was an unrealistic measure. measures of aggression are unrealistic and don’t involve retaliation. permission to be safely aggressive. doubts validity.
non-equivalence problem
difficult to be sure 2 games are equivalent apart from presence or absence or violence. 2 most commonly used. the violent game is more complex than the nonviolent. confounding variable. behave more aggressive due to frustration of game complexity rather than violence.
correlation studies for the effect of computer games
investigate real life variables. short term
DeLisi et al
227 Juvenile offenders serous aggressive behaviour. structured interviews . aggressive behaviour was positively correlated with the use of violent computer games and how much they enjoyed them . link is so well established game violence should be considered a significant risk
cannot draw cause and effect conclusion
no variables were manipulated or controlled. no random allocation to condition.l positive correlation can be explained by socialisation. that already violent people choose violent games. direction of causality cannot be settled.
Longitudinal experiments on the effect of computer games.
correlation studies over long periods of time looking for long term effects
Robertson et al
1000 people in New Zealand. TV viewing hours till that age of 26. time spent watching TV reliable predictor of aggression in adulthood (convictions of violent crime) diagnosis of antisocial personality disorder. important factor is the amount of TV not how violent it is.
evaluation of longitudinal studies on the effect of computer games
conducted over long periods. many sources of aggression interact with media influences over period. difficult to separate them or asses contributions impossible to conclude that violent media rather than confounding variables affected aggression.
Meta analysis on the effect of computer games
Brings together a variety of studies give judgement on size of effect.
Anderson et al:
134 studies including experimental, correlation and longitudinal.
exposure to violent games associated with increased aggression. can be applied to males and females across cultures.
claims the effect of games on aggression is great. no indication of publication bias
evaluation of all methodologies into the effect of computer game violence
publication bias
tendency to only publish statistically significant findings.
problems for meta analysis which only include published studies showing a significant effect.
this creates a false impression that effect of violent media on aggression is greater than it actually is.